top of page

The FADING HORIZONS science fiction role-playing game is set in a far future, where humanity has spent the last century battling the forces of a malevolent artificial intelligence. 

 

The game places emphasis on modular components of the campaign world that can be removed or replaced without creating inconsistencies or plot holes. Every Fading Horizons campaign is unique based on the style of game mastering. 

 

Players are encouraged to write their starting heroes into the fabric of the campaign through random events. GMs are encouraged to expand parts of the campaign world based on the actions of the heroes.

 

The rules are comprehensive, but requiring the same basic dice mechanics for everything.

 

What kind of GMs and players might appreciate the design of the system?

 

 

The Game Master who want to include their own star systems, backgrounds, galactic empires, and story lines into a generic campaign...

...But dreads the idea of creating an entire galaxy full of detailed planets, organizations, non-player characters, and events in advance of running their first adventure.

 

*The Fading Horizons Dynamic Role-play Evolving Adventure Mechanics are designed to allow the GM to slowly introduce new worlds and events into their own campaigns. Bring your entire sci-fi universe with you, but only reveal what you need for the adventure.

 

GMs who want high-tech equipment or ancient artifacts to be available..

...But doesn’t want to saturate the campaign with technology to the point where the heroes have nothing out of reach and few enemies that can withstand their assault.

 

*Fading Horizons uses several different methods for handling advanced technology:

> Normal equipment can be bought or sold, but cannot be personalized and will eventually become damaged and useless.

> Resource points determine how much expensive normal equipment a hero can possess, customize, and maintain.

> Ancient Precursor technology must be studied and researched to gradually reveal more powerful abilities.

> “Cursed” technology from a prior age, encoded with the will of a malevolent AI is exceedingly powerful, but dangerous to own. One accidental event and the equipment secretly tries to terminate the hero.

 

GMs that want to include (and players that want to roleplay) alien beings that are truly alien in form and mentality..

...instead of just a “human in a rubber suit.”

 

*The Fading Horizons basic game includes two ancient and enigmatic alien beings:

 

Defensor Autem Solis - The Defenders of the Sun are mechanical, clockwork beings powered by an inexhaustible power core. The are master swordsmen with an inability to lie and a bizarre personality that evolves over time to mimic other members of the squad.

 

Inmortalis - Mysterious, ghost-like beings that partially exist in another dimension. They interact with the world using a variety of mental powers. Nearly immune to physical attacks, but susceptible to energy blasts. 

 

Players who want to try their hand at running their own adventures as novice GMs...

...without being overwhelmed by the role.

 

*The Fading Horizons game has a section dedicated to the new or inexperienced GM who wants to run their own adventures. A step-by-step tutorial leads to designing an adventure and peparing to run it. 

 

Players who want to create heroes that have historical roots in a campaign world that evolves based on their heroics...

...Rather than characters in a static world where their actions have no real lasting effect.

 

And GMs who want the players to take an active role in helping define the development of the campaign...

...While having the ability to alter or ignore events that would disrupt the game through the theme of Lies, Disinformation, and the Unknown.

Current Table of Contents (01-01-2016)

​PHILOSOPHY:

* The rules are not meant to realistic. They are designed to create a sense of believability.  

 

* Things that rightfully should exist, do exist. 

If they’re a distraction to the adventure, or a source of frequent accounting they are held in the abstract until needed.

 

* The rules of a role-playing game are an agreement between the GM and the players as to what happens under normal circumstances. 

 

        > They  are not made to limit the players options. They are designed to define what is possible and the odds of a desired outcome.

 

        > The rules are not written to override the judgement of the GM. Unusual circumstances require GM intervention based on the Spirit of the Rules.

 

* Intentionally handling certain aspects of the game abstractly can lead to more options for the players and the GM, as not everything is rooted in absolute realism.

 

* The best kind of role-playing game is one in which both the GM and the players work together to make exciting adventures.

bottom of page